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| author | yum <yum.food.vr@gmail.com> | 2026-03-28 14:45:19 -0700 |
|---|---|---|
| committer | yum <yum.food.vr@gmail.com> | 2026-03-28 14:47:24 -0700 |
| commit | b7c4d1bf622f057cf8e88754a089157300818ae3 (patch) | |
| tree | e950f46b370e750f0c271ada4fe1b726d6378963 /pbr.cginc | |
| parent | 5b732ae3d8bf19d4fbade236f318df0f7221cdd2 (diff) | |
Finish implementing burley per-channel histogram preserving blending operator
Diffstat (limited to 'pbr.cginc')
| -rwxr-xr-x | pbr.cginc | 127 |
1 files changed, 112 insertions, 15 deletions
@@ -181,34 +181,131 @@ void apply_letter_grid(v2f i, inout Pbr pbr) { #endif } -void apply_burley_tiling(v2f i, inout Pbr pbr) { #if defined(_BURLEY_TILING) - float2 uv = i.uv01.xy - 0.5; - uv *= TWO_OVER_SQRT_3; - uv /= _Burley_Tiling_Output_Scale; - float3 hex_coord = cart_to_hex(uv); - float3 cell = round_hex(hex_coord); - float3 cube_id = float3(cell.y, cell.z, -cell.y - cell.z); - float3 local_hex = hex_coord - cell; - // Get UVs on [-1/2,1/2] for the current cell. - // This is the tightest square fit that preserves the hex aspect ratio. - float2 local_uv = hex_to_cart(local_hex) * SQRT_3_OVER_2; +float2 burley_tri_to_cart(float2 tri_coord) { + return float2( + tri_coord.x + tri_coord.y * 0.5f, + tri_coord.y * SQRT_3_OVER_2); +} + +float3 burley_apply_blend_gamma(float3 weights, float gamma) { + weights = pow(weights, gamma); + return weights / (weights.x + weights.y + weights.z); +} + +// Equation 4 (first half). +float3 burley_soft_clipping_lower_half(float3 x_hat, float w_hat) { + float linear_start = 0.25f * (2.0f - w_hat); + float3 linear_value = (x_hat - 0.5f) / w_hat + 0.5f; + float3 linear_mask = step(float3(linear_start, linear_start, linear_start), x_hat); + + if (w_hat >= TWO_OVER_THREE) { + float3 t = x_hat / (2.0f - w_hat); + float3 quadratic = 8.0f * (1.0f / w_hat - 1.0f) * t * t + (3.0f - 2.0f / w_hat) * t; + return lerp(quadratic, linear_value, linear_mask); + } + + float quadratic_start = 0.25f * (2.0f - 3.0f * w_hat); + float3 d = (x_hat - quadratic_start) / w_hat; + float3 quadratic = d * d; + float3 quadratic_mask = step(float3(quadratic_start, quadratic_start, quadratic_start), x_hat); + float3 result = quadratic * quadratic_mask; + return lerp(result, linear_value, linear_mask); +} + +// Equation 4. +float3 burley_soft_clipping_contrast(float3 x_hat, float w_hat) { + float3 upper_mask = step(0.5f, x_hat); + float3 lower_x = min(x_hat, 1.0f - x_hat); + float3 lower_y = burley_soft_clipping_lower_half(lower_x, w_hat); + return lerp(lower_y, 1.0f - lower_y, upper_mask); +} + +float3 burley_apply_soft_clipping(float3 gaussian_color, float3 weights) { + float w_hat = sqrt(dot(weights, weights)); + return burley_soft_clipping_contrast(gaussian_color, w_hat); +} + +float3 burley_degaussianize(float3 gaussian_color) { + float2 uv_r = float2(gaussian_color.r, 0.5f); + float2 uv_g = float2(gaussian_color.g, 0.5f); + float2 uv_b = float2(gaussian_color.b, 0.5f); + float lut_r = _Burley_Tiling_Maintex_LUT.Sample(linear_clamp_s, uv_r).r; + float lut_g = _Burley_Tiling_Maintex_LUT.Sample(linear_clamp_s, uv_g).g; + float lut_b = _Burley_Tiling_Maintex_LUT.Sample(linear_clamp_s, uv_b).b; + return srgb_to_linear(float3(lut_r, lut_g, lut_b)); +} + +float4 burley_sample_patch(float2 uv, float2 uv_dx, float2 uv_dy, float2 tri_vertex, + float input_scale) { + float3 cube_id = float3(tri_vertex.x, tri_vertex.y, -tri_vertex.x - tri_vertex.y); float3 tile_rand3 = hash33_fast(cube_id); + float2 vertex_uv = burley_tri_to_cart(tri_vertex); + // Map the unit-radius hex support to the unit square so arbitrary rotation + // stays within bounds. + float2 local_uv = (uv - vertex_uv) * 0.5f; // Apply input scaling. - float input_scale = saturate(_Burley_Tiling_Input_Scale); local_uv *= input_scale; + float2 sample_dx = uv_dx * (0.5f * input_scale); + float2 sample_dy = uv_dy * (0.5f * input_scale); // Rotate. float theta = hash31_ff(tile_rand3) * TAU; float2x2 rot = float2x2(cos(theta), -sin(theta), sin(theta), cos(theta)); local_uv = mul(rot, local_uv); + sample_dx = mul(rot, sample_dx); + sample_dy = mul(rot, sample_dy); // Apply randomized offset, staying within bounds. // The scaled-and-rotated footprint is bounded by [-Input_Scale / 2, Input_Scale / 2], // so we can offset by [(1 - Input_Scale) / 2]. - float2 random_offset = (tile_rand3.yz * 2.0 - 1.0) * (0.5 * (1.0 - input_scale)); + float2 random_offset = (tile_rand3.yz * 2.0f - 1.0f) * (0.5f * (1.0f - input_scale)); local_uv += random_offset; // Finally, remap onto [0, 1]. - local_uv += 0.5; - pbr.albedo.xy = local_uv.xy; + local_uv += 0.5f; + + float2 sample_uv = local_uv * _Burley_Tiling_Maintex_ST.xy + _Burley_Tiling_Maintex_ST.zw; + sample_dx *= _Burley_Tiling_Maintex_ST.xy; + sample_dy *= _Burley_Tiling_Maintex_ST.xy; + return _Burley_Tiling_Maintex.SampleGrad( + aniso4_trilinear_repeat_s, sample_uv, sample_dx, sample_dy); +} +#endif // _BURLEY_TILING + +void apply_burley_tiling(v2f i, inout Pbr pbr) { +#if defined(_BURLEY_TILING) + // Center at 0. + float2 uv = i.uv01.xy - 0.5; + // Scale so that any rotation remains within [0, 1] bounds. + uv *= TWO_OVER_SQRT_3; + uv /= _Burley_Tiling_Output_Scale; + float3 hex_coord = cart_to_hex(uv); + float2 tri_coord = hex_coord.yz; + float2 tri_cell = floor(tri_coord); + float2 tri_frac = tri_coord - tri_cell; + float2 vertex_0; + float2 vertex_1; + float2 vertex_2; + float3 baryc; + if (tri_frac.x + tri_frac.y < 1.0f) { + vertex_0 = tri_cell; + vertex_1 = tri_cell + float2(1.0f, 0.0f); + vertex_2 = tri_cell + float2(0.0f, 1.0f); + baryc = float3(1.0f - (tri_frac.x + tri_frac.y), tri_frac.x, tri_frac.y); + } else { + vertex_0 = tri_cell + 1.0f; + vertex_1 = tri_cell + float2(0.0f, 1.0f); + vertex_2 = tri_cell + float2(1.0f, 0.0f); + baryc = float3(tri_frac.x + tri_frac.y - 1.0f, 1.0f - tri_frac.x, 1.0f - tri_frac.y); + } + + float input_scale = _Burley_Tiling_Input_Scale; + float3 weights = burley_apply_blend_gamma(baryc, _Burley_Tiling_Blend_Gamma); + float2 uv_dx = ddx(uv); + float2 uv_dy = ddy(uv); + float4 patch_0 = burley_sample_patch(uv, uv_dx, uv_dy, vertex_0, input_scale); + float4 patch_1 = burley_sample_patch(uv, uv_dx, uv_dy, vertex_1, input_scale); + float4 patch_2 = burley_sample_patch(uv, uv_dx, uv_dy, vertex_2, input_scale); + float4 gaussian_blend = patch_0 * weights.x + patch_1 * weights.y + patch_2 * weights.z; + pbr.albedo.xyz = burley_degaussianize(burley_apply_soft_clipping(gaussian_blend.rgb, weights)); #endif // _BURLEY_TILING } |
